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7-day_Trial_Monkey
01-07-2010, 10:16 PM
Release Notes: Update 3

Welcome to the Release Notes for Dungeons & Dragons Online! These preview release notes were posted Thursday, January 7th 2010. These preview release notes are subject to changes and additions.

News & Notes

Of Special Note:

No Level Sigils Required

All players can now play DDO without needing to acquire level sigils to progress their characters to level 20! Enjoy unlimited leveling in DDO Unlimited!

Sprucing up Stormreach

DDO's 4th Birthday is around the corner, and in anticipation of the crowds the city tourism commission has been hard at work making various beautification improvements around Stormreach!

Stormreach by Night

All public spaces will be synchronized to display common weather and lighting as you travel between gated instances.
Nighttime in the city will trigger new aesthetic lighting in public instances of Stormreach and the harbor, including enclaves surrounding the Stormreach marketplace. The nighttime cycle will last for 20 minutes of every 3 hour day cycle.

In order to promote tourism and to cut down on petty theft, the Coin Lords have invested in new streetlights in the city wards.

Market stairways have been swept clean of accumulated dirt and some areas of the Market have received a good power washing.

House Deneith has done extensive maintenance to rooftops in order to repair leaks and install weaponry, and has also hired plumbers to re-route various unsightly pipes. Gardeners have also been brought in to do some much-needed weeding.

The Committee for Tourism and the Improvement of the Harbor has funneled funds into the accessibility of the Leaky Dinghy (after yet another tourist was found floating offshore), as well as general removal of accumulated harbor gunk.

In the House Jorasco ward, a ramp has been added for better convenience getting to Kruz, giving him more bodies to BURN TO ASH for his precious tree... I mean... more adventurers to reincarnate.

Unfortunately a monster got loose in House Kundarak and decided to do some redecorating of its own!


Epic Vault of Night

The Vault of Night adventure pack now features Epic difficulty for 20th level characters! Gather epic dungeon tokens for reincarnation or to upgrade treasures found in the Vault of Night adventure pack! For more changes and additions to the Vault of Night adventure pack be sure to check the Quest Changes section of these release notes!

New Free Quests

Four new free dungeons are now available!

Stop a Marilith sorceress in the adventure In the Demon's Den (CR 18)
A strange new species of Troglodyte is running amok in the adventure Acid Wit (CR 15)
The new inn near the Tower of the Twelve has some unwelcomed guests from Xoriat in the quest Delirium (CR: 15)
Discover the secret of how the Kobolds are taking out regional caravans in Mired in Kobolds (CR: 13)


New Dungeon Difficulty: Casual!

All dungeons now feature a new difficulty option: casual! This difficulty is available for quests that are not solo-only or raid in the game now - excellent for smaller parties or players who are struggling with the challenges of a Normal difficulty dungeon!

Casual difficulty is tailored for solo players and small parties that find Normal mode too challenging, but provides less experience, lower quality treasure, and less favor for completing it.

Casual difficulty can be played by up to 6 players and can also be played with Hirelings.


More Notice Boards Available To Help!

Having trouble deciding where to go next? Not sure what a good place to hunt would be for your level range? There are now more Notice Boards available in the city to help provide guidance for adventurers who aren’t sure of where to explore next! Simply click on the notice board to learn more about dangers and wonders of Xen’drik, and how to get to them!


More Reincarnation Choices!

Kruz is now offering more forms of Reincarnation! These forms of reincarnation offer different features and do not start your character over again at level 1. Instead, you retain your current character level!


Lesser Reincarnation

By giving Kruz a Lesser Druidic Heart of Wood, you may respec the character and retain your level. You will retain the same class configuration, but may reassign ability points, skill points, feat selection, and enhancements. Lesser Druidic Hearts of Wood are available in the DDO Store. You may Lesser Reincarnate repeatedly, though you must wait for the one week cooldown timer before you can reincarnate again.


Greater Reincarnation

By giving Kruz a Greater Druidic Heart of Wood, you may respec a 28 point build character and retain your level, but you will additionally be upgraded to a 32 point build. You will retain the same class configuration, but you will have more ability points to assign and may redistribute skill points, feat selection, and enhancements. Greater Druidic Hearts of Wood are available in the DDO Store.

+1 and +3 Reincarnations

By giving Kruz a +1 or +3 Lesser or Greater Druidic Heart of Wood, you may respec a character and retain your level. Additionally, you will be able to change your class. The number of levels of the class you may change is dependent on the value of the Heart of Wood. For example, a +1 will allow you to change only one level of your character to a different class, while a +3 will allow you to change 3 levels of your character to a different class. If the Heart of Wood is a Greater Heart, it will additionally upgrade a 28 point character to a 32 point character. You may Lesser Reincarnate repeatedly, though you must wait for the one week cooldown timer before you can reincarnate again.


General Reincarnation Changes

Fixed an error where a user could become blocked from selecting their alignment when customizing a character in True Reincarnation rather than following a Path.


Crowd Control Improvements

Many changes have been made to make crowd control effects against players more friendly for real-time combat. For a full description of the changes, and details on the spells that have been updated, please see the Spells section of these release notes!

Shopping

In-game Vendors

Giles Goodman is now just outside the gate to the Market.
The Free Agent patron and vendor have moved to the southern part of the Harbor.


DDO Store Changes

The level 17-20 Gold Seal Hireling Contracts in the DDO Store can now be purchased in quantities of up to 10 at a time rather than just 1 at a time.


UI Improvements

Ctrl-Right-Clicking items now produces a link to the item in the chat entry area. Players can now send links to items to any chat channel including group chat, guild chat, or tells.

If there is only one quest available in the portal UI, the UI itself will reflect this by not making it seem that you can change the quest.
Damage that is scaled due to the UI scaling tech will no longer cause the floaty text to shrink (unless there is another reason for the floaty text to have shrunk).

Double clicking an item in the reincarnation bank or account bank will now move it to your inventory.

The collector NPC dialog window will no longer close in between trades, and the "take what you need" option is now more accessible at the top of the first page, allowing you to turn in collectibles more easily.

Quests that require a minimum level will now have their mapnotes made visible once that minimum level has been obtained (previously, you needed to log out/back in to view the mapnotes).

The character generation screen no longer defaults you to the "suggested race."

The Account and Reincarnation Banks will now close automatically if you stray too far from the banker.

A tooltip has been added to the Reincarnation button to provide more information about it.


Hireling Changes

Hireling summon times have been shortened.

Hirelings now use potions more sparingly.

All Hirelings now get the proper number of melee swings for their BAB.

Cleric Hirelings now have offensive wands to use in battle.

Arcane Hirelings now have a wider array of better spells on their command bars.

All Hireling contracts have been updated to match their in-game commands.

Any Hirelings who previously used summon monster spells can now be commanded to do so without a target.

Hirelings with two weapons will now wield them properly.

Cleric Hirelings now have more diverse tactics available. Put them in Aggressive combat mode if you want them to attack enemies physically. Leave them in Defensive mode if you want them to stay out of melee combat.

Tooltips now appear on Hireling portraits when they are docked as well as undocked.

Hirelings suddenly realized that they have skills, and they're not afraid to use 'em!

Bolted some patchwork onto some Warforged Hirelings so they will properly auto-stabilize when incapacitated.


Quest & Adventure Area Changes

The Grotto

On Shipwreck Shore, Jeets now gives a quarterstaff to those characters on a monk path, eliminating any confusion about which of his weapon types is appropriate for a monk.

An offensive divine eternal wand is now available for new characters in the Grotto.

Fixed an error that was causing the the quest to break at the high priest's alter.


Bookbinder Rescue

Fixed an issue where a hostage would not follow their rescuer.


Chain of Flames

There are now return portals in the Burning City's lava fields, installed for the unfortunate but fire-resistant slaves who fell off the catwalks.


Come Out and Slay

Talon Darsin in Come Out and Slay is now somewhat better protected.
If you recruit a gang emissary in Come Out and Slay, he'll now start following you as soon as you recruit him.


Heyton's Rest

Added a chest with a starter Heavy Mace and a starter Longsword for a tutorial on damage types against zombies & skeletons


Irestone Inlet

The Irestone Inlet no longer looks like a big green lump.


Offering of Blood

On epic difficulty, the respawn rates of some of the drow chasers have been toned down slightly.


The Mark of the Dragon

The quest now appears in the correct location in the quest journal (Marketplace.)


Monastery of the Scorpion

The puzzle in the Drow Monastery will now be solvable in all cases.


Necropolis

Hallestrom no longer appears on the map when he has no quest to give.


Repossession

The Jarility statue now makes its proper sound when destroyed.
Glued some seams together so it will be less drafty.


The Sands of Menechtarun

Mummies in the Menechturun desert will now occasionally drop Antique Bronze Tokens.


Searing Heights

A road leading from Searing Heights into the wilderness has been cleared of fallen ruins, but remains gated... for now...


The Shroud

The Pit Fiend in Part 4 should finally stop staring off into space.


Stormcleave Outpost

Troops in Stormcleave have been supplied with House Deneith armor, and the road back to town has been more clearly marked.
Alciana d'Deneith's quest chalice has been fixed.


Tangleroot Gorge

A recent series of rainstorms have caused extensive erosion in Tangleroot Gorge, exposing cliffs and washing away weeds.


Three Barrel Cove

A couple of NPCs were having a rave on top of a table in the Salty Wench Tavern. They have been asked to stay down on the floor.


Tower of Despair

Horoth has been taking opera lessons. It is recommended that non-tanks find Boots of Anchoring.


Vault of Night

The Vault of Night is now available on Epic difficulty for level 20 players!

Players will only need to play the quests to assemble the Laughing Knives once, in order to access the Vault of Night raid. Afterward, the raid can be replayed without having to replay Prison of the Mind, Tharashk Arena, Jungle of Khyber, or Haywire Foundry.
NOTE: If you have completed the raid prior to Update 3, you are permanently flagged.

You may now complete the quests prior to the raid (Prison of the Mind, Tharashk Arena, Jungle of Khyber, or Haywire Foundry) in any order.

Many of the humanoids that are fought in the Vault of Night series (drow, aurum dwarves, etc.) were mistakenly using the same low damage value from normal difficulty on both hard and elite. This has been fixed. They now will do the proper amount of melee damage on hard and elite difficulty.


Prison of the Mind

The Prisoner quest no longer fails players for falling off the platform. Players who fall will be teleported... elsewhere.


Tharashk Arena

You no longer have to run to the elevator in order to complete the quest


Waterworks

Private Jake now gives directions to Guard Tember and the kobold lairs, for players who have already completed the Lost Seekers, in addition to giving directions while progressing through that quest the first time.


Where There's Smoke

Weather patterns have been normalized in the region.


General Quest Changes

Rest on quest completion has changed. Previously, you would be fully rested when you teleported anywhere after completing a quest (including to another place inside the quest). You will now only receive this quest completion rest when you exit the quest.

Brother Malden and Shir Clowenks in the Leaky Dinghy now wait until dialogue is complete before offering quest rewards.

A stuck-spot in Reaver's Reach has been fixed.

Fixed an issue with scaling that was causing it to scale in the wrong direction with certain party makeups.

Dungeon Alert will no longer over-alert when the following entities are somewhere in your quest: charmed monsters, summoned monsters, allied NPCs, and/or Hirelings.

Pike-style traps now scale properly on Epic.

You will no longer be able to enter Epic dungeons more than once (per character); the dungeon is no longer gated by a door.

When playing in Epic difficulty, the text shown on the death box has been updated to supply more information


Skills, Feats, and Abilities

Class Changes

Monks

Monks now automatically receive the first tier of elemental stances for free. These are available in the character’s Feat list as a granted feat. Selecting a philosophy will now automatically grant Fists of Light or Fists of Darkness, which will also be found in the character’s Feat list.

Lists of common finishing moves are now visible in the feats list. As a result of these changes, most monks should find that their enhancements have been reset.

The Monk's Curse of Healing and Touch of Despair effects now have visual effects on their targets.

The Two Weapon Fighting and Two Handed Fighting feats have been added to the martial arts feat list available to monks at levels 1, 2, and 6.

The original monk paths have been replaced with new paths that better incorporate the changes that have been made to the class.
Characters that are currently on one of the three paths will continue to remain on it, but newly created monks will have a choice of the Shintao Monk, Ninja Spy, or Henshin Mystic paths.


Skills

During skill advancement stages, the current rank of a skill will be set to your current rank instead of 0. When you put points into a skill, the number will change colors so it is more obvious which skills have had points put into them.


Feats

The cooldowns for Whirlwind Attack and Great Cleave have been lowered to 5 seconds to match the Cleave feat's cooldown.

The cooldowns for Sunder and Improved Sunder have been reduced by 5 seconds each.

Effects giving players and monsters the chance to negate constitution damage were previously not working, and have been fixed.

You can now teleport to Meridia with the Greater Dragonmark of Passage, providing you have completed the quest "Meridia."

The cooldown timers for dragonmark abilities and the spells they mimic have been made separate, allowing you to cast each without affecting the cooldowns of the other.


Enhancements

New Enhancements

Arcane Archer: Imbue Acid Arrows
Cost: 1 Action Point
Prerequisite: Elf or Ranger Arcane Archer II, 30 (or 38 for Elves) Action Points Spent

Effect: Imbues all missiles that you fire with acid, granting them the Corrosive ability (+1d6 Acid damage) and dealing acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at any time.


Arcane Archer: Imbue Explosive Arrows
Cost: 1 Action Point
Prerequisite: Elf or Ranger Arcane Archer III, 42 (or 50 for Elves) Action Points Spent

Effect: Imbues all missiles that you fire with flame, granting them the Flaming Burst ability (+1d6 Fire damage, plus additional damage on critical hits). This ability costs 30 spell points to activate, and triggers a lengthy cooldown of the Fireball spell. Only one Arcane Archer Imbue ability may be active at any time.


Arcane Archer: Imbue Terror Arrows
Cost: 1 Action Point
Prerequisite: Elf or Ranger Arcane Archer IV, 54 (or 62 for Elves) Action Points Spent

Effect: Imbues all missiles that you fire with negative energy, granting them the Fearsome ability. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Fear spell. Only one Arcane Archer Imbue ability may be active at any time.


Arcane Archer: Imbue Force Burst Arrows
Cost: 1 Action Point
Prerequisite: Elf or Ranger Arcane Archer IV, Arcane Archer: Imbue Force Arrows, 54 (or 62 for Elves) Action Points Spent

Effect: Imbues all missiles that you fire with arcane force, granting them the Force Burst ability (+1d6 Force damage and additional damage on critical hits) and negating the incorporeal miss chance of ethereal creatures. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Chain Missile spell. Only one Arcane Archer Imbue ability may be active at any time.


Arcane Archer: Imbue Slaying Arrows
Cost: 1 Action Point
Prerequisite: Elf or Ranger Arcane Archer V, Arcane Archer: Imbue Force Arrows, Acid Arrows, Explosive Arrows, and Terror Arrows, 66 (or 74 for Elves) Action Points Spent

Effect: Imbues all missiles that you fire with incredible power, granting them the Slaying ability, which will deal massive damage to a living target on what would be a vorpal attack (natural 20 followed by critical confirmation). This ability costs 50 spell points to activate, and triggers a lengthy cooldown of the Finger of Death spell. Only one Arcane Archer Imbue ability may be active at any time.


Static Charge
Prerequisite: Path of Inevitable Dominion, Level 3 Monk
Cost: 2 AP, 10 Ki to use

You strike your opponent and curse them to feel the fury of the sky. For the next 30 seconds, any electrical attack targeting them deals 10% more damage.


Porous Soul
Prerequisite: Path of Inevitable Dominion, Level 4 Monk
Cost: 2 AP, 10 Ki to use

You strike your opponent and curse them to draw acid in like a sponge. For the next 30 seconds any acid attack targeting them deals 10% more damage.


Winter's Touch
Prerequisite: Path of Inevitable Dominion, Level 5 Monk
Cost: 2 AP, 10 Ki to use

You strike your opponent and curse them to feel the chill of death. For the next 30 seconds any cold attack targeting them deals 10% more damage.


All-Consuming Flame
Prerequisite: Path of Inevitable Dominion, Level 6 Monk
Cost: 2 AP, 10 Ki to use

You strike your opponent and curse them to light up like tinder. For the next 30 seconds any fire attack targeting them deals 10% more damage.


Touch of Death
Prerequisite: Path of Inevitable Dominion, Static Charge, Porous Soul, Winter's Touch, All-Consuming Flame, Level 9 Monk
Cost: 4 AP, 50 Ki to use

You strike your opponent down with twisted ki, dealing 500 additional damage.


Wizard Pale Master I
Prerequisite: Spell Focus: Necromancy, Wizard Energy of the Scholar I, Wizard Intelligence I, Level 6 Wizard
Cost: 4 AP

You are a devoted student of the necromantic arts. You gain 5 hit points as your flesh toughens, deal 25% additional damage with negative energy spells, and have a 3% chance for negative energy spells to generate a critical result for 1.5 times the normal damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.). You can produce a touch-ranged negative energy effect at will, and can animate skeletons for a small cost.


Necrotic Touch (Free with Pale Master I)
You sheath your hand in crackling black flames, dealing 1d6 hit points of negative energy damage per caster level to a living creature. A successful Fortitude save reduces the damage by half. Undead allies can be healed by this effect.


Summon Skeleton (Free with Pale Master I)
Creates a skeleton to attack your enemies. This ability costs 5 hit points and 1 spell point to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Skeletal Knight
Prerequisite: Wizard Pale Master I, Level 6 Wizard
Cost: 1 AP

Creates a skeletal knight to attack your enemies. This ability costs 10 hit points and 5 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Skeleton Archer
Prerequisite: Wizard Pale Master I, Summon Skeletal Knight, Level 6 Wizard
Cost: 1 AP

Creates a skeletal archer to attack your enemies. This ability costs 10 hit points and 5 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Skeleton Mage
Prerequisite: Wizard Pale Master I, Summon Skeletal Knight, Summon Skeletal Archer, Level 6 Wizard
Cost: 1 AP

Creates a skeletal mage to attack your enemies. This ability costs 10 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Wizard Pale Master II
Prerequisite: Wizard Pale Master I, Greater Spell Focus: Necromancy, Wizard Energy of the Scholar II, Wizard Intelligence II, Level 12 Wizard
Cost: 2 AP

You are adept at the necromantic arts. You gain 5 additional hit points as your flesh toughens (for a total of +10 hit points), deal 10% additional damage with negative energy spells (for a total of +35%), and increase your chance to generate a critical result with negative energy spells by 3% (Your base spell critical chance is now 6% and base critical damage multiplier is 1.5.).


Summon Blackbone Knight
Prerequisite: Wizard Pale Master II, Summon Skeletal Knight, Wizard Elemental Manipulation I
Cost: 1 AP

Creates a blackbone knight to attack your enemies. This ability costs 20 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Blackbone Archer
Prerequisite: Wizard Pale Master II, Summon Skeletal Archer, Summon Blackbone Knight, Wizard Lineage of Elements I
Cost: 1 AP

Creates a blackbone archer to attack your enemies. This ability costs 20 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Blackbone Mage
Prerequisite: Wizard Pale Master II, Summon Skeletal Mage, Summon Blackbone Archer, Wizard Lineage of Deadly Elements I
Cost: 1 AP

Creates a blackbone mage to attack your enemies. This ability costs 20 hit points and 20 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Form of the Lich
Prerequisite: Wizard Pale Master II, Toughness
Cost: 2 AP

You are able to assume many traits of a lich.


Form of the Wraith
Prerequisite: Wizard Pale Master II, Mental Toughness
Cost: 2 AP

You are able to assume many traits of a wraith.


Wizard Pale Master III
Prerequisite: Wizard Pale Master II, Wizard Energy of the Scholar III, Wizard Intelligence III, Level 18 Wizard
Cost: 2 AP

You are a master of the necromantic arts. You gain 10 additional hit points as your flesh toughens (for a total of +20 hit points), deal 10% additional damage with negative energy spells (for a total of +45%), and increase your chance to generate a critical result with negative energy spells by 3% (Your base spell critical chance is now 9% and base critical damage multiplier is 1.5.).


Summon Frostmarrow Knight
Prerequisite: Wizard Pale Master III, Summon Blackbone Knight, Wizard Elemental Manipulation II
Cost: 1 AP

Creates a frostmarrow knight to attack your enemies. This ability costs 30 hit points and 15 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Frostmarrow Archer
Prerequisite: Wizard Pale Master III, Summon Blackbone Archer, Summon Frostmarrow Knight, Wizard Lineage of Elements II
Cost: 1 AP

Creates a frostmarrow archer to attack your enemies. This ability costs 30 hit points and 15 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Frostmarrow Mage
Prerequisite: Wizard Pale Master III, Summon Blackbone Mage, Summon Frostmarrow Archer, Wizard Lineage of Deadly Elements II
Cost: 1 AP

Creates a frostmarrow mage to attack your enemies. This ability costs 30 hit points and 30 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Enhancement Changes

Elf Arcane Archer I and Ranger Arcane Archer I now have Arcane Prodigy as an additional optional prerequisite.

Elf Arcane Archer I's prerequisites have been reduced from level 9 to level 8, with the corresponding reduction in actions points spent required.

The temporary boosts granted by Human Versatility no longer share a common cooldown timer with other Action Boosts, allowing a Human to use a Human Versatility and a class based Action Boost simultaneously. Note that since both provide Action Boost bonuses, identical boosts will not stack, but a Human Rogue could, for instance, combine Human Damage Boost with Rogue Haste Boost.

Added Wizard Pale Master I to the list of ""and one of the following"" requirements for Bard Music of the Dead.

Barbarian Frenzied Berserker II's Supreme Cleave sub-enhancement no longer claims to cost 4 action points.

The Sorcerer Capstone, Bloodline of Power, now properly stacks with other sorcerer enhancements that amplify spell damage, critical hit frequency, or critical hit damage.

Fixed an error that was causing Rogue Mechanic II's Smite Construct ability to fail to regenerate over time.


Spells

General Changes

Wall of Fire and Blade Barrier, when cast by monsters, now have a different appearance from "friendly" Walls of Fire and Blade Barriers. In PvP, Team 2 uses these monster FX.

Mummy Rot's description now explicitly says that it must be cured as both a curse and a disease.

Chain Lightning has been fixed to affect multiple enemies... no, seriously!

Removable curses that reduce or prevent positive energy healing now display a different (brighter) curse effect on a target, making it easier to differentiate between run-of-the-mill curses and healing preventing curses.


Summoned Monster changes

Summon Monster spells no longer have exceptionally long cooldown timers.

Summoned creatures now persist for 10 minutes and will teleport to their master if they are not currently in combat and their master is distant from them.

Summoning a second creature will banish your first creature back to its home plane.


Crowd Control & Spell Improvements

Some monsters regularly end up on players' “most hated” lists, and these usually include our good friends the Air Elementals, Wolves or Worgs, and other monsters that have repeated effects that prevent players from acting. In Update Three, several changes are being made to reduce these frustrating experiences.

Heroic Surge

This new effect provides a brief period of immunity from crowd control once you escape. When a target is crowd controlled, a counter will increment for each second that they cannot act. Once the counter reaches the critical point (i.e. you've been made helpless too long) the crowd controlling effect will be dispelled. This allows players the opportunity to break free and defend themselves before the next onslaught rather than being completely helpless while monsters spam them with effects repeatedly. During a heroic surge, you are protected from being crowd controlled. The duration of the heroic surge is random. Once the heroic surge has ended, you will once again be subjected to the monsters' crowd control effects. Monsters are also able to have heroic surges, but the criteria is more difficult for the monster, and is scaled based on quest difficulty (the tougher the difficulty, the more opportunity the Monster will have for a heroic surge).

Spell-change Overview

Other changes have been made to crowd control spells, permanent negative effects/spells, debuffs and offensive spells:

The exact same crowd control effects cannot be re-applied to players while they are currently active.

If you’re currently tripped by a worg, it cannot reapply the trip effect to you (resetting the timer) until after you get back up. Similarly, if you’re mind blasted by a mind flayer, other mind blasts will have no effect on you.

Note that different effects can still be applied, so you can be tripped, then stunned, then held, but not chain tripped without ever having a chance to act.

This does not apply to monsters.

Lengthy crowd control effects that did not have one before now possess a chance for reoccurring saves for players.

The duration between repeated saves has been reduced on many effects for players. (Usually to half the monster’s interval.)

Several spells have been changed to provide a greater benefit to the player when they first gain access to casting the spell.


Specific Spell Changes

The following spells/effects are no longer permanent. They now last 60 seconds base, and 20 seconds per level; the effects have a diminished duration on players.

Curse
Symbol of Weakness
Mummy Curse


The following spells have been front-loaded to be more useful at lower levels. These spells now have a base duration of 60 seconds, gaining 3 seconds per level, as opposed to just a few seconds per level:

Fireshield
Prayer
Recitation


The following spells are no longer permanent for players or monsters. Both players and monsters enjoy reoccurring saves against this effect, though players get saves more frequently. The spells now last 60 seconds plus 10 per caster level. The effects have a diminished duration on players.

Feeblemind
Flesh to Stone


The following spells/effects now have reoccurring saves and diminished duration against players:

Cause Fear
Scare
Hypnotic Pattern
Greater Command
Sleep
Symbol of Stunning
Symbol of Fear
Paralyzing
Several colors in the Prismatic Spray color wheel
Blasphemy
Otto's Resistible Dance
Otto's Irresistible Dance (now with less Ir!)
Halt Undead (ahem, yes, against certain players)
Chill touch (just to be on the safe side - you never know!)
Vampire Domination
Ice Flenser Poison
Jarilith Fearful Presence
Lich Paralysis
Gelatinous Cube Paralysis (he has a sad now)
Idyllic Touch
Mind Blast from Mind Flayers
Now has a diminished duration against players. Stand there too long, though, and he's still gonna eat your brains.


The following spells/effects now have a diminished duration against players:

Hold Person
Hold Monster (hey to them, you're a Monster)
Hold Animal (just in case!)
Snare (the spell, not the trap)
Now has a max duration of 60 seconds
Beholder Petrification
Earth Elemental Petrification
Change of Heart
Other Spells
Touch of Idiocy
Touch of Idiocy now has a duration of 60 seconds plus 30 seconds per caster level with a reduced duration against players.
Hypnotism
Hypnotism had its duration increased slightly. Its duration against players has been reduced. Players get a reoccurring save while under the effects of hypnotism.
Ghoul Touch
Ghoul Touch now has a reoccurring save, but a duration that scales better with level.
Ghoul Touch will now cause enemies near the afflicted target to become sickened.


Crafting

Epic Augment Slot Restoration: The component cost to clear augment crystals has been changed from a Scroll of Dispel Magic to 3 Epic Dungeon Tokens, as stated it would when this ability was added.

The epic ritual of restoration can now be performed on Exclusive items. An interim item will be created when the exclusive item is placed in an Altar of Epic Rituals with three Epic Dungeon Tokens. That interim item ("Essence of ___") can be placed by itself in the Altar of Epic Rituals to re-create the original item, cleansed of all Augment Crystals or other rituals.

The various ingredients from the Path of Inspiration and Dreaming Dark adventures now fit into Ingredient Bags as expected.


Items

Items that are meant for specific genders (like hairstyle potions) will now pop up a dialog if a character with the incorrect gender attempts to use them.

The eternal wands of finger of fire, spark of light, and acid splash have had their caster levels (and thus their damage output) increased. This improvement is retroactive.

Handwraps

New monk items have been added to the end reward lists of several quest chains. (Catacombs, Cult of the Six, Delera's Tomb, Splinterskull, and Abandoned Excavation.)

Handwraps with a +1 or greater enhancement bonus now properly set the wearer's unarmed strikes to dealing magical damage.

Handwraps with bane enchantments no longer display the bonus to hit that type of enemy twice.

Goblinoid and Gnoll bane handwraps no longer grant bonuses to hit against one of those creatures and bonuses to damage against the other.

Temporary damage amplification effects now grant +15% per tier instead of +10%, making them superior (in the short term) to permanent item effects. This change does not affect universal temporary damage amplification effects.

The set bonus for the Pale Master set has been changed to ""This item is one of two pieces of the Pale Master set. When both items are equipped you will gain a 30% bonus to all Negative Energy damage, as if you possessed a Greater Nullification IX item. If you also have the Pale Master 3 Enhancement, these items will grant a 60% bonus to all Negative Energy damage, as if you possessed an Epic Nullification IX item.""


Monsters

A bug that caused some spellcasting monsters to refuse to cast (especially at solo players) has been fixed.

Monsters should now be a bit smarter about returning to their patrols after de-aggroing.

Ogre Mages will now spend a much shorter amount of time recovering to full health in their gaseous forms.

Beholders can no longer remove the effects of a bard's Suggestion song with their antimagic powers.


Other Changes

Fixed a crashing issue upon exiting the client.

Fixed a crashing issue while auto-targeting.

Fixed a stuck spot in the Marketplace.

Fixed a crashing issue / black-screen hanging during client initialization due to spurious keyboards and mice.

There is now more bacon in Stormreach.

Visty
01-07-2010, 10:17 PM
if you just copy paste it, then at least in a form, where you can read it

with paragraphs and such, like in the original

7-day_Trial_Monkey
01-07-2010, 10:28 PM
I started doing that right after I saw how it posted.

Visty
01-07-2010, 10:29 PM
kk :)

looks better now :)

Girlbrush
01-07-2010, 11:37 PM
These changes are all very exciting. :) My only regret is that I spent some TP on sigils. Ah well. No more worrying about sigils in the future. :)

erethizon
01-08-2010, 12:06 AM
These changes are all very exciting. :) My only regret is that I spent some TP on sigils. Ah well. No more worrying about sigils in the future. :)

When they had a 50% off sigil sale my eyebrows raised. When they had a 10 tp sigil sale, I knew sigils were going to be gone soon. No way they would sell gold and platinum sigils for only 10 tp unless they were getting rid of sigils altogether. Gold and platinum sigils are so hard to get that they were a gold mine for Turbine since most players ended up buying them rather than finding them. Granted, those that did not buy them simply left the game never to return so I have to agree that doing away with sigils is a good idea. Who knows how much money they lost by having people quit in disgust when they could not find a sigil.

Essemity
01-08-2010, 12:49 AM
Release Notes: Update 3

Welcome to the Release Notes for Dungeons & Dragons Online! These preview release notes were posted Thursday, January 7th 2010. These preview release notes are subject to changes and additions.

Stormreach by Night

All public spaces will be synchronized to display common weather and lighting as you travel between gated instances.
Nighttime in the city will trigger new aesthetic lighting in public instances of Stormreach and the harbor, including enclaves surrounding the Stormreach marketplace. The nighttime cycle will last for 20 minutes of every 3 hour day cycle.
In order to promote tourism and to cut down on petty theft, the Coin Lords have invested in new streetlights in the city wards.

In the House Jorasco ward, a ramp has been added for better convenience getting to Kruz, giving him more bodies to BURN TO ASH for his precious tree... I mean... more adventurers to reincarnate.


Epic Vault of Night

The Vault of Night adventure pack now features Epic difficulty for 20th level characters! Gather epic dungeon tokens for reincarnation or to upgrade treasures found in the Vault of Night adventure pack! For more changes and additions to the Vault of Night adventure pack be sure to check the Quest Changes section of these release notes!

New Free Quests

Four new free dungeons are now available!

Stop a Marilith sorceress in the adventure In the Demon's Den (CR 18)
A strange new species of Troglodyte is running amok in the adventure Acid Wit (CR 15)
The new inn near the Tower of the Twelve has some unwelcomed guests from Xoriat in the quest Delirium (CR: 15)
Discover the secret of how the Kobolds are taking out regional caravans in Mired in Kobolds (CR: 13)


New Dungeon Difficulty: Casual!

All dungeons now feature a new difficulty option: casual! This difficulty is available for quests that are not solo-only or raid in the game now - excellent for smaller parties or players who are struggling with the challenges of a Normal difficulty dungeon!

Casual difficulty is tailored for solo players and small parties that find Normal mode too challenging, but provides less experience, lower quality treasure, and less favor for completing it.


More Notice Boards Available To Help!

Having trouble deciding where to go next? Not sure what a good place to hunt would be for your level range? There are now more Notice Boards available in the city to help provide guidance for adventurers who aren’t sure of where to explore next! Simply click on the notice board to learn more about dangers and wonders of Xen’drik, and how to get to them!


More Reincarnation Choices!

Kruz is now offering more forms of Reincarnation! These forms of reincarnation offer different features and do not start your character over again at level 1. Instead, you retain your current character level!


Lesser Reincarnation

By giving Kruz a Lesser Druidic Heart of Wood, you may respec the character and retain your level. You will retain the same class configuration, but may reassign ability points, skill points, feat selection, and enhancements. Lesser Druidic Hearts of Wood are available in the DDO Store. You may Lesser Reincarnate repeatedly, though you must wait for the one week cooldown timer before you can reincarnate again.


Greater Reincarnation

By giving Kruz a Greater Druidic Heart of Wood, you may respec a 28 point build character and retain your level, but you will additionally be upgraded to a 32 point build. You will retain the same class configuration, but you will have more ability points to assign and may redistribute skill points, feat selection, and enhancements. Greater Druidic Hearts of Wood are available in the DDO Store.

+1 and +3 Reincarnations

By giving Kruz a +1 or +3 Lesser or Greater Druidic Heart of Wood, you may respec a character and retain your level. Additionally, you will be able to change your class. The number of levels of the class you may change is dependent on the value of the Heart of Wood. For example, a +1 will allow you to change only one level of your character to a different class, while a +3 will allow you to change 3 levels of your character to a different class. If the Heart of Wood is a Greater Heart, it will additionally upgrade a 28 point character to a 32 point character. You may Lesser Reincarnate repeatedly, though you must wait for the one week cooldown timer before you can reincarnate again.


Crowd Control Improvements

Many changes have been made to make crowd control effects against players more friendly for real-time combat. For a full description of the changes, and details on the spells that have been updated, please see the Spells section of these release notes!


UI Improvements

Ctrl-Right-Clicking items now produces a link to the item in the chat entry area. Players can now send links to items to any chat channel including group chat, guild chat, or tells.

Double clicking an item in the reincarnation bank or account bank will now move it to your inventory.

The collector NPC dialog window will no longer close in between trades, and the "take what you need" option is now more accessible at the top of the first page, allowing you to turn in collectibles more easily.

Quests that require a minimum level will now have their mapnotes made visible once that minimum level has been obtained (previously, you needed to log out/back in to view the mapnotes).

The Account and Reincarnation Banks will now close automatically if you stray too far from the banker.

A tooltip has been added to the Reincarnation button to provide more information about it.


Quest & Adventure Area Changes


Chain of Flames

There are now return portals in the Burning City's lava fields, installed for the unfortunate but fire-resistant slaves who fell off the catwalks.

Offering of Blood

On epic difficulty, the respawn rates of some of the drow chasers have been toned down slightly.


Monastery of the Scorpion

The puzzle in the Drow Monastery will now be solvable in all cases.


Necropolis

Hallestrom no longer appears on the map when he has no quest to give.


The Sands of Menechtarun

Mummies in the Menechturun desert will now occasionally drop Antique Bronze Tokens.


The Shroud

The Pit Fiend in Part 4 should finally stop staring off into space.


Stormcleave Outpost

Troops in Stormcleave have been supplied with House Deneith armor, and the road back to town has been more clearly marked.
Alciana d'Deneith's quest chalice has been fixed.


Tower of Despair

Horoth has been taking opera lessons. It is recommended that non-tanks find Boots of Anchoring. D: OMG NOOO!!! lol :D


Vault of Night

The Vault of Night is now available on Epic difficulty for level 20 players!

Players will only need to play the quests to assemble the Laughing Knives once, in order to access the Vault of Night raid. Afterward, the raid can be replayed without having to replay Prison of the Mind, Tharashk Arena, Jungle of Khyber, or Haywire Foundry.
NOTE: If you have completed the raid prior to Update 3, you are permanently flagged.
**** YES TURBINE YOU WIN SO ****ING HARD!!!!

You may now complete the quests prior to the raid (Prison of the Mind, Tharashk Arena, Jungle of Khyber, or Haywire Foundry) in any order.

Many of the humanoids that are fought in the Vault of Night series (drow, aurum dwarves, etc.) were mistakenly using the same low damage value from normal difficulty on both hard and elite. This has been fixed. They now will do the proper amount of melee damage on hard and elite difficulty.


Prison of the Mind

The Prisoner quest no longer fails players for falling off the platform. Players who fall will be teleported... elsewhere.
**** YES TURBINE YOU WIN SO ****ING HARD!!!!


Tharashk Arena

You no longer have to run to the elevator in order to complete the quest


General Quest Changes

Rest on quest completion has changed. Previously, you would be fully rested when you teleported anywhere after completing a quest (including to another place inside the quest). You will now only receive this quest completion rest when you exit the quest.

A stuck-spot in Reaver's Reach has been fixed.

Fixed an issue with scaling that was causing it to scale in the wrong direction with certain party makeups.

Dungeon Alert will no longer over-alert when the following entities are somewhere in your quest: charmed monsters, summoned monsters, allied NPCs, and/or Hirelings.

Pike-style traps now scale properly on Epic.

You will no longer be able to enter Epic dungeons more than once (per character); the dungeon is no longer gated by a door.

When playing in Epic difficulty, the text shown on the death box has been updated to supply more information


Skills, Feats, and Abilities

Class Changes

Monks

Monks now automatically receive the first tier of elemental stances for free. These are available in the character’s Feat list as a granted feat. Selecting a philosophy will now automatically grant Fists of Light or Fists of Darkness, which will also be found in the character’s Feat list.

Lists of common finishing moves are now visible in the feats list. As a result of these changes, most monks should find that their enhancements have been reset.

The Monk's Curse of Healing and Touch of Despair effects now have visual effects on their targets.

The Two Weapon Fighting and Two Handed Fighting feats have been added to the martial arts feat list available to monks at levels 1, 2, and 6.

The original monk paths have been replaced with new paths that better incorporate the changes that have been made to the class.
Characters that are currently on one of the three paths will continue to remain on it, but newly created monks will have a choice of the Shintao Monk, Ninja Spy, or Henshin Mystic paths.


Skills

During skill advancement stages, the current rank of a skill will be set to your current rank instead of 0. When you put points into a skill, the number will change colors so it is more obvious which skills have had points put into them.


Feats

The cooldowns for Whirlwind Attack and Great Cleave have been lowered to 5 seconds to match the Cleave feat's cooldown.

The cooldowns for Sunder and Improved Sunder have been reduced by 5 seconds each.

Effects giving players and monsters the chance to negate constitution damage were previously not working, and have been fixed.

You can now teleport to Meridia with the Greater Dragonmark of Passage, providing you have completed the quest "Meridia."

The cooldown timers for dragonmark abilities and the spells they mimic have been made separate, allowing you to cast each without affecting the cooldowns of the other.


Enhancements

New Enhancements

Arcane Archer: Imbue Acid Arrows
Cost: 1 Action Point
Prerequisite: Elf or Ranger Arcane Archer II, 30 (or 38 for Elves) Action Points Spent

Effect: Imbues all missiles that you fire with acid, granting them the Corrosive ability (+1d6 Acid damage) and dealing acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at any time.


Arcane Archer: Imbue Explosive Arrows
Cost: 1 Action Point
Prerequisite: Elf or Ranger Arcane Archer III, 42 (or 50 for Elves) Action Points Spent

Effect: Imbues all missiles that you fire with flame, granting them the Flaming Burst ability (+1d6 Fire damage, plus additional damage on critical hits). This ability costs 30 spell points to activate, and triggers a lengthy cooldown of the Fireball spell. Only one Arcane Archer Imbue ability may be active at any time.


Arcane Archer: Imbue Terror Arrows
Cost: 1 Action Point
Prerequisite: Elf or Ranger Arcane Archer IV, 54 (or 62 for Elves) Action Points Spent

Effect: Imbues all missiles that you fire with negative energy, granting them the Fearsome ability. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Fear spell. Only one Arcane Archer Imbue ability may be active at any time.


Arcane Archer: Imbue Force Burst Arrows
Cost: 1 Action Point
Prerequisite: Elf or Ranger Arcane Archer IV, Arcane Archer: Imbue Force Arrows, 54 (or 62 for Elves) Action Points Spent

Effect: Imbues all missiles that you fire with arcane force, granting them the Force Burst ability (+1d6 Force damage and additional damage on critical hits) and negating the incorporeal miss chance of ethereal creatures. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Chain Missile spell. Only one Arcane Archer Imbue ability may be active at any time.


Arcane Archer: Imbue Slaying Arrows
Cost: 1 Action Point
Prerequisite: Elf or Ranger Arcane Archer V, Arcane Archer: Imbue Force Arrows, Acid Arrows, Explosive Arrows, and Terror Arrows, 66 (or 74 for Elves) Action Points Spent

Effect: Imbues all missiles that you fire with incredible power, granting them the Slaying ability, which will deal massive damage to a living target on what would be a vorpal attack (natural 20 followed by critical confirmation). This ability costs 50 spell points to activate, and triggers a lengthy cooldown of the Finger of Death spell. Only one Arcane Archer Imbue ability may be active at any time.


Static Charge
Prerequisite: Path of Inevitable Dominion, Level 3 Monk
Cost: 2 AP, 10 Ki to use

You strike your opponent and curse them to feel the fury of the sky. For the next 30 seconds, any electrical attack targeting them deals 10% more damage.


Porous Soul
Prerequisite: Path of Inevitable Dominion, Level 4 Monk
Cost: 2 AP, 10 Ki to use

You strike your opponent and curse them to draw acid in like a sponge. For the next 30 seconds any acid attack targeting them deals 10% more damage.


Winter's Touch
Prerequisite: Path of Inevitable Dominion, Level 5 Monk
Cost: 2 AP, 10 Ki to use

You strike your opponent and curse them to feel the chill of death. For the next 30 seconds any cold attack targeting them deals 10% more damage.


All-Consuming Flame
Prerequisite: Path of Inevitable Dominion, Level 6 Monk
Cost: 2 AP, 10 Ki to use

You strike your opponent and curse them to light up like tinder. For the next 30 seconds any fire attack targeting them deals 10% more damage.


Touch of Death
Prerequisite: Path of Inevitable Dominion, Static Charge, Porous Soul, Winter's Touch, All-Consuming Flame, Level 9 Monk
Cost: 4 AP, 50 Ki to use

You strike your opponent down with twisted ki, dealing 500 additional damage.


Wizard Pale Master I
Prerequisite: Spell Focus: Necromancy, Wizard Energy of the Scholar I, Wizard Intelligence I, Level 6 Wizard
Cost: 4 AP

You are a devoted student of the necromantic arts. You gain 5 hit points as your flesh toughens, deal 25% additional damage with negative energy spells, and have a 3% chance for negative energy spells to generate a critical result for 1.5 times the normal damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.). You can produce a touch-ranged negative energy effect at will, and can animate skeletons for a small cost.


Necrotic Touch (Free with Pale Master I)
You sheath your hand in crackling black flames, dealing 1d6 hit points of negative energy damage per caster level to a living creature. A successful Fortitude save reduces the damage by half. Undead allies can be healed by this effect.


Summon Skeleton (Free with Pale Master I)
Creates a skeleton to attack your enemies. This ability costs 5 hit points and 1 spell point to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Skeletal Knight
Prerequisite: Wizard Pale Master I, Level 6 Wizard
Cost: 1 AP

Creates a skeletal knight to attack your enemies. This ability costs 10 hit points and 5 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Skeleton Archer
Prerequisite: Wizard Pale Master I, Summon Skeletal Knight, Level 6 Wizard
Cost: 1 AP

Creates a skeletal archer to attack your enemies. This ability costs 10 hit points and 5 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Skeleton Mage
Prerequisite: Wizard Pale Master I, Summon Skeletal Knight, Summon Skeletal Archer, Level 6 Wizard
Cost: 1 AP

Creates a skeletal mage to attack your enemies. This ability costs 10 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Wizard Pale Master II
Prerequisite: Wizard Pale Master I, Greater Spell Focus: Necromancy, Wizard Energy of the Scholar II, Wizard Intelligence II, Level 12 Wizard
Cost: 2 AP

You are adept at the necromantic arts. You gain 5 additional hit points as your flesh toughens (for a total of +10 hit points), deal 10% additional damage with negative energy spells (for a total of +35%), and increase your chance to generate a critical result with negative energy spells by 3% (Your base spell critical chance is now 6% and base critical damage multiplier is 1.5.).


Summon Blackbone Knight
Prerequisite: Wizard Pale Master II, Summon Skeletal Knight, Wizard Elemental Manipulation I
Cost: 1 AP

Creates a blackbone knight to attack your enemies. This ability costs 20 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Blackbone Archer
Prerequisite: Wizard Pale Master II, Summon Skeletal Archer, Summon Blackbone Knight, Wizard Lineage of Elements I
Cost: 1 AP

Creates a blackbone archer to attack your enemies. This ability costs 20 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Blackbone Mage
Prerequisite: Wizard Pale Master II, Summon Skeletal Mage, Summon Blackbone Archer, Wizard Lineage of Deadly Elements I
Cost: 1 AP

Creates a blackbone mage to attack your enemies. This ability costs 20 hit points and 20 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Form of the Lich
Prerequisite: Wizard Pale Master II, Toughness
Cost: 2 AP

You are able to assume many traits of a lich.


Form of the Wraith
Prerequisite: Wizard Pale Master II, Mental Toughness
Cost: 2 AP

You are able to assume many traits of a wraith.


Wizard Pale Master III
Prerequisite: Wizard Pale Master II, Wizard Energy of the Scholar III, Wizard Intelligence III, Level 18 Wizard
Cost: 2 AP

You are a master of the necromantic arts. You gain 10 additional hit points as your flesh toughens (for a total of +20 hit points), deal 10% additional damage with negative energy spells (for a total of +45%), and increase your chance to generate a critical result with negative energy spells by 3% (Your base spell critical chance is now 9% and base critical damage multiplier is 1.5.).


Summon Frostmarrow Knight
Prerequisite: Wizard Pale Master III, Summon Blackbone Knight, Wizard Elemental Manipulation II
Cost: 1 AP

Creates a frostmarrow knight to attack your enemies. This ability costs 30 hit points and 15 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Frostmarrow Archer
Prerequisite: Wizard Pale Master III, Summon Blackbone Archer, Summon Frostmarrow Knight, Wizard Lineage of Elements II
Cost: 1 AP

Creates a frostmarrow archer to attack your enemies. This ability costs 30 hit points and 15 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Summon Frostmarrow Mage
Prerequisite: Wizard Pale Master III, Summon Blackbone Mage, Summon Frostmarrow Archer, Wizard Lineage of Deadly Elements II
Cost: 1 AP

Creates a frostmarrow mage to attack your enemies. This ability costs 30 hit points and 30 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.

I read all these new Wizard PrE's and monk abilitys and i ****in cried with joy... i cried :D OMFG! I love this game so much. You guys at turbine are really working hard. And everything i have read so far shows that you are listening to the players and actually care about our opinion :)


Spell-change Overview

Other changes have been made to crowd control spells, permanent negative effects/spells, debuffs and offensive spells:

The exact same crowd control effects cannot be re-applied to players while they are currently active.

If you’re currently tripped by a worg, it cannot reapply the trip effect to you (resetting the timer) until after you get back up. Similarly, if you’re mind blasted by a mind flayer, other mind blasts will have no effect on you.

Note that different effects can still be applied, so you can be tripped, then stunned, then held, but not chain tripped without ever having a chance to act.

This does not apply to monsters.

Lengthy crowd control effects that did not have one before now possess a chance for reoccurring saves for players.

The duration between repeated saves has been reduced on many effects for players. (Usually to half the monster’s interval.)

Several spells have been changed to provide a greater benefit to the player when they first gain access to casting the spell.


Specific Spell Changes

The following spells/effects are no longer permanent. They now last 60 seconds base, and 20 seconds per level; the effects have a diminished duration on players.

Curse
Symbol of Weakness
Mummy Curse


The following spells have been front-loaded to be more useful at lower levels. These spells now have a base duration of 60 seconds, gaining 3 seconds per level, as opposed to just a few seconds per level:

Fireshield
Prayer
Recitation


The following spells are no longer permanent for players or monsters. Both players and monsters enjoy reoccurring saves against this effect, though players get saves more frequently. The spells now last 60 seconds plus 10 per caster level. The effects have a diminished duration on players.

Feeblemind
Flesh to Stone


The following spells/effects now have reoccurring saves and diminished duration against players:

Cause Fear
Scare
Hypnotic Pattern
Greater Command
Sleep
Symbol of Stunning
Symbol of Fear
Paralyzing
Several colors in the Prismatic Spray color wheel
Blasphemy
Otto's Resistible Dance
Otto's Irresistible Dance (now with less Ir!)
Halt Undead (ahem, yes, against certain players)
Chill touch (just to be on the safe side - you never know!)
Vampire Domination
Ice Flenser Poison
Jarilith Fearful Presence
Lich Paralysis
Gelatinous Cube Paralysis (he has a sad now)
Idyllic Touch
Mind Blast from Mind Flayers
Now has a diminished duration against players. Stand there too long, though, and he's still gonna eat your brains.


The following spells/effects now have a diminished duration against players:

Hold Person
Hold Monster (hey to them, you're a Monster)
Hold Animal (just in case!)
Snare (the spell, not the trap)
Now has a max duration of 60 seconds
Beholder Petrification
Earth Elemental Petrification
Change of Heart
Other Spells
Touch of Idiocy
Touch of Idiocy now has a duration of 60 seconds plus 30 seconds per caster level with a reduced duration against players.
Hypnotism
Hypnotism had its duration increased slightly. Its duration against players has been reduced. Players get a reoccurring save while under the effects of hypnotism.
Ghoul Touch
Ghoul Touch now has a reoccurring save, but a duration that scales better with level.
Ghoul Touch will now cause enemies near the afflicted target to become sickened.

OMFG!!! TURBINE ARE YOU SERIOUS?!?!?! Did you just wake up one day and decide to make me the happiest mother ****er on the planet?


Crafting

Epic Augment Slot Restoration: The component cost to clear augment crystals has been changed from a Scroll of Dispel Magic to 3 Epic Dungeon Tokens, as stated it would when this ability was added.

The epic ritual of restoration can now be performed on Exclusive items. An interim item will be created when the exclusive item is placed in an Altar of Epic Rituals with three Epic Dungeon Tokens. That interim item ("Essence of ___") can be placed by itself in the Altar of Epic Rituals to re-create the original item, cleansed of all Augment Crystals or other rituals.

The various ingredients from the Path of Inspiration and Dreaming Dark adventures now fit into Ingredient Bags as expected.


Items

Items that are meant for specific genders (like hairstyle potions) will now pop up a dialog if a character with the incorrect gender attempts to use them.

The eternal wands of finger of fire, spark of light, and acid splash have had their caster levels (and thus their damage output) increased. This improvement is retroactive.

Handwraps

New monk items have been added to the end reward lists of several quest chains. (Catacombs, Cult of the Six, Delera's Tomb, Splinterskull, and Abandoned Excavation.)

Handwraps with a +1 or greater enhancement bonus now properly set the wearer's unarmed strikes to dealing magical damage.

Handwraps with bane enchantments no longer display the bonus to hit that type of enemy twice.

Goblinoid and Gnoll bane handwraps no longer grant bonuses to hit against one of those creatures and bonuses to damage against the other.

Temporary damage amplification effects now grant +15% per tier instead of +10%, making them superior (in the short term) to permanent item effects. This change does not affect universal temporary damage amplification effects.

The set bonus for the Pale Master set has been changed to ""This item is one of two pieces of the Pale Master set. When both items are equipped you will gain a 30% bonus to all Negative Energy damage, as if you possessed a Greater Nullification IX item. If you also have the Pale Master 3 Enhancement, these items will grant a 60% bonus to all Negative Energy damage, as if you possessed an Epic Nullification IX item.""


Monsters

A bug that caused some spellcasting monsters to refuse to cast (especially at solo players) has been fixed.

Monsters should now be a bit smarter about returning to their patrols after de-aggroing.

Ogre Mages will now spend a much shorter amount of time recovering to full health in their gaseous forms.

Beholders can no longer remove the effects of a bard's Suggestion song with their antimagic powers.


Other Changes

Fixed a crashing issue upon exiting the client.

Fixed a crashing issue while auto-targeting.

Fixed a stuck spot in the Marketplace.

Fixed a crashing issue / black-screen hanging during client initialization due to spurious keyboards and mice.

There is now more bacon in Stormreach.

All i got to say is wow... really wow. Turbine WOW! Tor is gona be good but omfg i am never leaving DDO :D.

MightyKrendarian
01-08-2010, 12:59 AM
Leave because of not finding a sigil? Guess if I were that far at the time, it would be very frustrating. So far for me finding copper sigils has been no longer than a 1-1.5 hour grind in bringing the light and osgoods. From a newb perspective, ya I would probably have just given up if after 2-3 gaming sessions I could no longer level my character and make any forward progress. I tend to give games a lot more patience than most, its just the negative folks who play the game that make me wanna leave :P

fireice22
01-08-2010, 01:21 AM
NoooOOO i just bought All the sigils from the ddo shop.............

erethizon
01-08-2010, 01:29 AM
Leave because of not finding a sigil? Guess if I were that far at the time, it would be very frustrating. So far for me finding copper sigils has been no longer than a 1-1.5 hour grind in bringing the light and osgoods. From a newb perspective, ya I would probably have just given up if after 2-3 gaming sessions I could no longer level my character and make any forward progress. I tend to give games a lot more patience than most, its just the negative folks who play the game that make me wanna leave :P

Copper sigils are very easy to find. Silver sigils are a bit harder. But gold and platinum sigils are incredibly rare. You can easily spend more time trying to get a gold sigil than it took you to get your character to level 12 in the first place and platinum is even worse.

ivar415
01-08-2010, 02:26 AM
No sigils anymore, eh? Well do I feel dumb know. At least I only bought the upper 3 for my two favorite chars.

When I first read this I thought it was only for the duration of the Anniversary festivities. This is really for keeps?

Sebiale
01-08-2010, 02:32 AM
Did you really have to quote the entire article again Essemity...

DoctorWhofan
01-08-2010, 02:35 AM
Yeah it does suck if you bought them, but on the whole I am glad they got rid of them.

Halo_572
01-08-2010, 03:29 AM
You have me to thank for the environmental clean up, I only posted on this issue on the 5th January - http://my.ddo.com/halo_572/2010/01/05/coin-lords-ignoring-health-and-safety/ - and it obviously put the wind up the Coin Lords to act in only 3 days. Why only last night I fell off the staircase by Information is the Key and did 10 hp worth of fall damage.

I am working on the first drafts of Quest application and Injury Compensation forms for submission and I would hope that these will be in place next week and the first quests can then be authorised to enter the first week of February. It will be a bit quiet for everyone for the next 4 weeks, but at least we will all be safer and healthier for it.

Please note that the forms are at present 15 pages of A4 and need to be completed in triplicate by hand. Electronic, typed or photocopied forms cannot be accepted, each of the triplicates has to be completed in black or blue ink separately filled in otherwise they will be automatically rejected with the admin fee being non-refundable.

And bear in mind that whilst levelling sigils may be going there will be a TP admin fee added to each quest application, that is bound to generate much more revenue. Think how many people enter quests every day.

I consider this a victory for common sense and will continue to fight for the safety of all Stormreach citizens and visitors and will turn my attention next to a licensing system for monsters who will be required to meet the appropriate professional criteria or be unable to attack any characters or parties.

dunklezhan
01-08-2010, 06:15 AM
This is an excellent update in my opinion. Some new higher level stuff for the F2Ps, some decent fixes and features (links to items in chat - win!), love the pale master stuff (HOW many of those are there gonna be two mins after the update goes live! :) ), arcane archery stuff is brilliant...

now PLEASE sort out the Auction House for Update 4! You do that, and I'll extend my VIP sub for another 3 months. 35 Dorrar, all for you Turbine! All you have to do is add some text search functions to the AH, and I will be your biatch for another 3 months. Otherwise I'll only be your semi biatch and go back to premium and you'll probably only make 50 bucks from my inability to keep from buying more and more points for adventure packs...

wait... there's something not right there...

seriously though - great update. Except for one thing:

I really don't like the 'spells are more forgiving on players than on monsters' approach though. A spell is a spell is a spell. If my DM pulled that in a PnP game I'd rage quit and flip the table.

Kralgnax
01-08-2010, 08:01 AM
This is an excellent update in my opinion. Some new higher level stuff for the F2Ps, some decent fixes and features (links to items in chat - win!), love the pale master stuff (HOW many of those are there gonna be two mins after the update goes live! :) ), arcane archery stuff is brilliant...

now PLEASE sort out the Auction House for Update 4! You do that, and I'll extend my VIP sub for another 3 months. 35 Dorrar, all for you Turbine! All you have to do is add some text search functions to the AH, and I will be your biatch for another 3 months. Otherwise I'll only be your semi biatch and go back to premium and you'll probably only make 50 bucks from my inability to keep from buying more and more points for adventure packs...

wait... there's something not right there...

seriously though - great update. Except for one thing:

I really don't like the 'spells are more forgiving on players than on monsters' approach though. A spell is a spell is a spell. If my DM pulled that in a PnP game I'd rage quit and flip the table.

Oh, that's so true about the AH. A (relatively) easy fix, with no gameplay implications at all, but what a utility / convenience boost.

gwlech
01-08-2010, 08:16 AM
lol....casual mode...

ShadowcatX
01-08-2010, 08:31 AM
You have me to thank for the environmental clean up, I only posted on this issue on the 5th January - http://my.ddo.com/halo_572/2010/01/05/coin-lords-ignoring-health-and-safety/ - and it obviously put the wind up the Coin Lords to act in only 3 days. Why only last night I fell off the staircase by Information is the Key and did 10 hp worth of fall damage.


I'm a PC and Windows 7 was my idea.

But seriously these changes have made me so so happy.

Missing_Minds
01-08-2010, 08:57 AM
Leave because of not finding a sigil? Guess if I were that far at the time, it would be very frustrating. So far for me finding copper sigils has been no longer than a 1-1.5 hour grind in bringing the light and osgoods. From a newb perspective, ya I would probably have just given up if after 2-3 gaming sessions I could no longer level my character and make any forward progress. I tend to give games a lot more patience than most, its just the negative folks who play the game that make me wanna leave :P

Some people have luck, some people don't. I'm one of those that do not have such luck.

I've been playing this game for.. about 3 months pre the date listed here. In that time I took maybe 4 months off. Do you know how many portable holes I've ever found? 2. Do you know how many my friend has pulled? 30+. He can't get rid of the darn things.

I have been in roughly 43 Mindsunder runs. Over half on elite, and with a potion loot+ going on. Do you know how much mindsunder gear I've pulled? 3. All quite worthless dream edges.

Over 20 hours while playing as f2p with below level 4 characters, constant questing during that time. Never saw a single sigil.

I just don't have the luck in loot is all. Is this a good change? A bad change? Heck if I know. It is what it is. *shrug*

Khayvan
01-08-2010, 10:25 AM
Alright! I am soooo glad they're getting rid of leveling sigils. Even though I did buy two from the store...

Never had a problem getting the Copper sigil, but I farmed for the Silver for a good 8-12 hours over the course of a couple days with no luck. Got very frustrating, and I was afraid my favorite character wasn't going any higher.

Never even considered quitting because of it though.

All the rest of the update sounds good, too. Thanks, Turbine!

Doganpc
01-08-2010, 12:42 PM
I like where this is going, and its made me want to reroll a Necromancer now! Oh and that Monk class I was thinking about buying, that just made the must have list as well. Going to need a third char slot to play with all these options. **** you Turbine, taking my money away like that.

*Oh and what about that Bard song time to cast? I love being enchanting and all that, but 1 out of 10 times I die taking that 1 crit/crit hit while singing my song to save the group from a mob. It would be much more useable if I could sing the song and it starts to take effect after a couple notes and remains in this starting loop for what is the current 'time to cast' length. Anything entering the area while my bard is singing has to deal with the effect during this time. As it is, the melee players choose their targets to protect the casters/healers/support chars and a lot of the time I got 3 people whacking on 3 different monsters as I fascinate them. Which works great!

Dogan
Forum lurker of Meh.

muxenle
01-08-2010, 01:26 PM
hehe.... possibly a very stupid/obvious answer question, but when is this supposed to go live, hit the game, come into effect, etc?

7-day_Trial_Monkey
01-08-2010, 02:28 PM
It's on the test server now. That means about 1 or 2 weeks, barring any serious issues.

Sebiale
01-08-2010, 04:02 PM
It's on the test server now. That means about 1 or 2 weeks, barring any serious issues.

How long do things generally stay on the test servers?

Gremmlynn
01-08-2010, 04:32 PM
hehe.... possibly a very stupid/obvious answer question, but when is this supposed to go live, hit the game, come into effect, etc?The best answer I've ever seen for this question, regardless of the game, is; As soon as the devs are satisfied it's been debugged and working as intended.

Sending buggy code to live servers simply to meet a deadline is rather counterproductive to the goal of improving a game in my experience and the dreaded rollback has been known to cause virtual riots that cause millions of pixels in damage.

muxenle
01-08-2010, 05:49 PM
The best answer I've ever seen for this question, regardless of the game, is; As soon as the devs are satisfied it's been debugged and working as intended.

Sending buggy code to live servers simply to meet a deadline is rather counterproductive to the goal of improving a game in my experience and the dreaded rollback has been known to cause virtual riots that cause millions of pixels in damage.

I totally I agree with that, what I meant more was a rough idea of when it might be out, since that sometimes is known. Its been awhile since I've played a MMO, I totally blanked out the "when its finished" aspect of it...

7-day_Trial_Monkey
01-08-2010, 05:57 PM
Did I make my last post in invisible pixels or what? :confused:

When a patch hits test server it typically goes live 1 or 2 weeks later.

Sebiale
01-08-2010, 11:17 PM
Did I make my last post in invisible pixels or what? :confused:

When a patch hits test server it typically goes live 1 or 2 weeks later.

Yes, but it sounded like it was just this patch that had stayed for 1-2 weeks. Also, I thought that maybe there would be variation depending on the amount of content.

Besides, 1-2 weeks seems like quite a short amount of time to me, even for open beta testing.

Eradiator
01-09-2010, 06:21 PM
These changes are all very exciting. :) My only regret is that I spent some TP on sigils. Ah well. No more worrying about sigils in the future. :)

yeah same here lol

the_binary_man
01-10-2010, 01:52 PM
It's good to see new stuff, improvements and fixes, especially seeing that chain lightning target problems will be fixed. What about the super bright/pretty meteor swarm? Will that be fixed too? :D

Symar-FangofLloth
01-10-2010, 02:19 PM
Yes, but it sounded like it was just this patch that had stayed for 1-2 weeks. Also, I thought that maybe there would be variation depending on the amount of content.

Besides, 1-2 weeks seems like quite a short amount of time to me, even for open beta testing.

Generally, once it shows on Lammania, it'll be Live within a month.

TekkenDevil
01-10-2010, 11:20 PM
Ok, wait so this patch is NOT live yet?

Because I'm on Thelanis, and I noticed some of these changes already this weekend, such as "Double Clicking on an item in Bank puts it in your inventory" and the new Eternal Wand reward item in the first tutorial quest.

erethizon
01-11-2010, 12:45 AM
Ok, wait so this patch is NOT live yet?

Because I'm on Thelanis, and I noticed some of these changes already this weekend, such as "Double Clicking on an item in Bank puts it in your inventory" and the new Eternal Wand reward item in the first tutorial quest.

Those have been around for a while. Not sure why they are in the notes (maybe a new wand will be available)?

Dr.Maul
01-11-2010, 03:36 AM
The following spells/effects now have reoccurring saves and diminished duration against players


Diminishing returns??? Sounds to me they picked up a pretty good thing from another mmorpg and made their own so much better!!

Thorynn
01-11-2010, 08:04 AM
Okay, so i am a fairly intelligent person, but i do not understand how i can be certain that these changes are implemented on my monk (created the week before Christmas) who is L 5 waiting to go L 6. Do i need to use the "change enhancements" thingy at a trainer or what?




Class Changes

Monks

Monks now automatically receive the first tier of elemental stances for free. These are available in the character’s Feat list as a granted feat. Selecting a philosophy will now automatically grant Fists of Light or Fists of Darkness, which will also be found in the character’s Feat list.

Lists of common finishing moves are now visible in the feats list. As a result of these changes, most monks should find that their enhancements have been reset.

The Monk's Curse of Healing and Touch of Despair effects now have visual effects on their targets.

The Two Weapon Fighting and Two Handed Fighting feats have been added to the martial arts feat list available to monks at levels 1, 2, and 6.

The original monk paths have been replaced with new paths that better incorporate the changes that have been made to the class.
Characters that are currently on one of the three paths will continue to remain on it, but newly created monks will have a choice of the Shintao Monk, Ninja Spy, or Henshin Mystic paths.

spyder7723
01-11-2010, 08:17 AM
Why do game designers insist on taking away all challenge? Yes it sucks when you get in a trip cycle. But there was already an easy solution for it. Invest some skill points in balance and find a plus x balance item. As for spell effects at MOST they could of changed it to effect ends once the casting monster was killed. Example: beholder hits your fighter with flesh to stone, after the rest of your party kills the beholder the spell breaks, reverting you back to flesh.
Another thing I don't get is what the big deal about sigils was. They were what? A whopping 50 tp each? Whoa! Break the bank why don't we. Oh that's right, they GAVE you much more tp than that just by completing a few quests!! When did our society start this attitude of 'everyone owes me'.
Ok ranting over, back to work for me.

rat-morningstar
01-11-2010, 09:52 AM
Another thing I don't get is what the big deal about sigils was. They were what? A whopping 50 tp each? Whoa! Break the bank why don't we. Oh that's right, they GAVE you much more tp than that just by completing a few quests!! When did our society start this attitude of 'everyone owes me'.
Ok ranting over, back to work for me.

well, sigils make it cost 100 tp to get a char up to lvl 20 (bronze and silver don't count, since you can get them from pretty much all quests easily)

100tp = 400 favor

400 favor is more than a few quests, i mean, unless lvl 18 quests give 200 favor each that is

Tumarek
01-11-2010, 10:10 AM
Why do game designers insist on taking away all challenge? Yes it sucks when you get in a trip cycle. But there was already an easy solution for it. Invest some skill points in balance and find a plus x balance item. As for spell effects at MOST they could of changed it to effect ends once the casting monster was killed. Example: beholder hits your fighter with flesh to stone, after the rest of your party kills the beholder the spell breaks, reverting you back to flesh.
Another thing I don't get is what the big deal about sigils was. They were what? A whopping 50 tp each? Whoa! Break the bank why don't we. Oh that's right, they GAVE you much more tp than that just by completing a few quests!! When did our society start this attitude of 'everyone owes me'.
Ok ranting over, back to work for me.

Hmmm somethings really arent challenging, just annoying:

-Feeblemind as a caster is just a pain in the ass because there is no non spell remedy next to resting. Happens a lot in Antarxia and forces you to recall or walk across the whole map for the shrines if you are soloing.

-Flesh to stone on lower levels had me leave a member behind after waiting 5 minutes and he didnt return to his normal form by the time we were finished.

-Air elemental knockdown effect is just meh... cant nerf it enough, better just take it out of the game completely imho.

-Never had a problem with a Holdperson spell... can take you out of combat but that is what it should do. Good Devines have wands for those problems and when not, well thats the weakness of pure dps builds. Really no need to change it...

Some spells really needed a makeover some didnt... lets see how it works out when it hits the servers

Ash
01-11-2010, 10:22 AM
NoooOOO i just bought All the sigils from the ddo shop.............


Ditto, but at least i only paid $.10 for each of them

Sir_Chonas
01-11-2010, 11:08 AM
Sir Chonas approves of the following.


Release Notes: Update 3
Welcome to the Release Notes for Dungeons & Dragons Online! These preview release notes were posted Thursday, January 7th 2010. These preview release notes are subject to changes and additions.

News & Notes

1. No Level Sigils Required

2. Sprucing up Stormreach

2a. DDO's 4th Birthday is around the corner, and in anticipation of the crowds the city tourism commission has been hard at work making various beautification improvements around Stormreach!

2b. Stormreach by Night

2c. All public spaces will be synchronized to display common weather and lighting as you travel between gated instances.

2d. Nighttime in the city will trigger new aesthetic lighting in public instances of Stormreach and the harbor, including enclaves surrounding the Stormreach marketplace. The nighttime cycle will last for 20 minutes of every 3 hour day cycle.

2e. In order to promote tourism and to cut down on petty theft, the Coin Lords have invested in new streetlights in the city wards.

2f. Market stairways have been swept clean of accumulated dirt and some areas of the Market have received a good power washing.

2g. House Deneith has done extensive maintenance to rooftops in order to repair leaks and install weaponry, and has also hired plumbers to re-route various unsightly pipes. Gardeners have also been brought in to do some much-needed weeding.


3.The Vault of Night adventure pack now features Epic difficulty for 20th level characters! Gather epic dungeon tokens for reincarnation or to upgrade treasures found in the Vault of Night adventure pack! For more changes and additions to the Vault of Night adventure pack be sure to check the Quest Changes section of these release notes!

4.New Free Quests

4a. Stop a Marilith sorceress in the adventure In the Demon's Den (CR 18)
4b. A strange new species of Troglodyte is running amok in the adventure Acid Wit (CR 15)
4c. The new inn near the Tower of the Twelve has some unwelcomed guests from Xoriat in the quest Delirium (CR: 15)
4d. Discover the secret of how the Kobolds are taking out regional caravans in Mired in Kobolds (CR: 13)

5. The collector NPC dialog window will no longer close in between trades, and the "take what you need" option is now more accessible at the top of the first page, allowing you to turn in collectibles more easily.

6. The Account and Reincarnation Banks will now close automatically if you stray too far from the banker.

7. On Shipwreck Shore, Jeets now gives a quarterstaff to those characters on a monk path, eliminating any confusion about which of his weapon types is appropriate for a monk.

8. Fixed an issue where a hostage would not follow their rescuer in the Bookbinder Rescue.

9. On epic difficulty, the respawn rates of some of the drow chasers have been toned down slightly.

10. Players will only need to play the quests to assemble the Laughing Knives once, in order to access the Vault of Night raid. Afterward, the raid can be replayed without having to replay Prison of the Mind, Tharashk Arena, Jungle of Khyber, or Haywire Foundry.
NOTE: If you have completed the raid prior to Update 3, you are permanently flagged.

11. Brother Malden and Shir Clowenks in the Leaky Dinghy now wait until dialogue is complete before offering quest rewards.

12. Dungeon Alert will no longer over-alert when the following entities are somewhere in your quest: charmed monsters, summoned monsters, allied NPCs, and/or Hirelings.

13. Pike-style traps now scale properly on Epic.

14. Monks now automatically receive the first tier of elemental stances for free. These are available in the character’s Feat list as a granted feat. Selecting a philosophy will now automatically grant Fists of Light or Fists of Darkness, which will also be found in the character’s Feat list.

15. The Two Weapon Fighting and Two Handed Fighting feats have been added to the martial arts feat list available to monks at levels 1, 2, and 6.

16. Touch of Death
Prerequisite: Path of Inevitable Dominion, Static Charge, Porous Soul, Winter's Touch, All-Consuming Flame, Level 9 Monk
Cost: 4 AP, 50 Ki to use

You strike your opponent down with twisted ki, dealing 500 additional damage.

17. Wall of Fire and Blade Barrier, when cast by monsters, now have a different appearance from "friendly" Walls of Fire and Blade Barriers. In PvP, Team 2 uses these monster FX.

18. Mummy Rot's description now explicitly says that it must be cured as both a curse and a disease.

19. Summoned creatures now persist for 10 minutes and will teleport to their master if they are not currently in combat and their master is distant from them.

20. Some monsters regularly end up on players' “most hated” lists, and these usually include our good friends the Air Elementals, Wolves or Worgs, and other monsters that have repeated effects that prevent players from acting. In Update Three, several changes are being made to reduce these frustrating experiences.

21. Heroic Surge - This new effect provides a brief period of immunity from crowd control once you escape. When a target is crowd controlled, a counter will increment for each second that they cannot act. Once the counter reaches the critical point (i.e. you've been made helpless too long) the crowd controlling effect will be dispelled. This allows players the opportunity to break free and defend themselves before the next onslaught rather than being completely helpless while monsters spam them with effects repeatedly. During a heroic surge, you are protected from being crowd controlled. The duration of the heroic surge is random. Once the heroic surge has ended, you will once again be subjected to the monsters' crowd control effects. Monsters are also able to have heroic surges, but the criteria is more difficult for the monster, and is scaled based on quest difficulty (the tougher the difficulty, the more opportunity the Monster will have for a heroic surge).

22. If you’re currently tripped by a worg, it cannot reapply the trip effect to you (resetting the timer) until after you get back up. Similarly, if you’re mind blasted by a mind flayer, other mind blasts will have no effect on you. Note that different effects can still be applied, so you can be tripped, then stunned, then held, but not chain tripped without ever having a chance to act. This does not apply to monsters.


23. The various ingredients from the Path of Inspiration and Dreaming Dark adventures now fit into Ingredient Bags as expected.

24. Handwraps

24a. Handwraps with a +1 or greater enhancement bonus now properly set the wearer's unarmed strikes to dealing magical damage.
24b. Handwraps with bane enchantments no longer display the bonus to hit that type of enemy twice.
24c. Goblinoid and Gnoll bane handwraps no longer grant bonuses to hit against one of those creatures and bonuses to damage against the other.

25.Monsters should now be a bit smarter about returning to their patrols after de-aggroing.

26. Ogre Mages will now spend a much shorter amount of time recovering to full health in their gaseous forms.


This concludes the updates which excite me.


The Updates which are unclear, or are personally detrimental are:


-1. Monastery of the Scorpion - The puzzle in the Drow Monastery will now be solvable in all cases.

-2. The Shroud - The Pit Fiend in Part 4 should finally stop staring off into space.
You will no longer be able to enter Epic dungeons more than once (per character); the dungeon is no longer gated by a door.

-3. When playing in Epic difficulty, the text shown on the death box has been updated to supply more information

These three are what I see as bad changes because -1 was something I think should be more thoroughly implemented. I like when the puzzles aren't solveable. Having to redo it because of a puzzle tickles my funny bone. I realize some players don't like this, but it's a good reminder that life doesn't work how you want it to all the time. -2 I thought was a developer concession to reduce the grind/ impassability of the shroud. With Harry moving around and casting meteor swarm and hitting for 60 points of damage on a character with 40 ac WITH heavy fort, there will now be 2 part 5's, but one of them doesn't have mana pools. -3 I'm worried about because there are currently NOT 20 epic dungeons in the game. Therefore it is impossible to reincarnate by simply completing the dungeon UNLESS this dev note means something other than it implies (only one re entry while the quest is active as opposed to only one completion per character per life).

Darsith
01-11-2010, 12:07 PM
Okay, so i am a fairly intelligent person, but i do not understand how i can be certain that these changes are implemented on my monk (created the week before Christmas) who is L 5 waiting to go L 6. Do i need to use the "change enhancements" thingy at a trainer or what?



Class Changes

Monks

Monks now automatically receive the first tier of elemental stances for free. These are available in the character’s Feat list as a granted feat. Selecting a philosophy will now automatically grant Fists of Light or Fists of Darkness, which will also be found in the character’s Feat list.

Lists of common finishing moves are now visible in the feats list. As a result of these changes, most monks should find that their enhancements have been reset.

The Monk's Curse of Healing and Touch of Despair effects now have visual effects on their targets.

The Two Weapon Fighting and Two Handed Fighting feats have been added to the martial arts feat list available to monks at levels 1, 2, and 6.

The original monk paths have been replaced with new paths that better incorporate the changes that have been made to the class.
Characters that are currently on one of the three paths will continue to remain on it, but newly created monks will have a choice of the Shintao Monk, Ninja Spy, or Henshin Mystic paths.

I took my monk to Lamannia and had to talk to a trainer, you end up with a few extra enhancement points to spend else where, and the addition of the paths of darkness special moves are nice. Talking to the trainers isn't needed, but having a few extra skill boosts is a nice thing. I am assuming that the special paths just replace/rename the paths that are currently listed upon making a monk character.

TekkenDevil
01-11-2010, 03:50 PM
I took my monk to Lamannia and had to talk to a trainer, you end up with a few extra enhancement points to spend else where, and the addition of the paths of darkness special moves are nice. Talking to the trainers isn't needed, but having a few extra skill boosts is a nice thing. I am assuming that the special paths just replace/rename the paths that are currently listed upon making a monk character.

:O do us wizards get the extra enhancement points too?
I'd love to try the new enhancements out (since summon monster spells are ridiculous.), but I naturally already spent all my enhancement points for a different profession...

spyder7723
01-11-2010, 10:53 PM
well, sigils make it cost 100 tp to get a char up to lvl 20 (bronze and silver don't count, since you can get them from pretty much all quests easily)

100tp = 400 favor



400 favor is more than a few quests, i mean, unless lvl 18 quests give 200 favor each that is


You are forgetting about the bonus tp for hitting favor milemarks. What are they? 50 tp for 5,25,100 favor each? Right there is 150 tp. That's If I'm remembering right, my numbers might be off, but my main point is they are ALREADY giving it to you for FREE!! That's like mcdonalds having free bigmacs and you go up and cry to the manager I want free fries to!

Don't get me wrong, I like the free play business model here, I myself started as a free player, played a couple weeks to figure out if I'd like the game. Then whipped out the visa to play the game in its entirety. I don't know, I just find something inherently wrong with a persons attitude when you give them something at no cost and then they whine you didn't give them enough.
To clarify this is not a rant against anyone here specifically, more a rant about the culture change that has taken place in our society over the past few decades.

erethizon
01-12-2010, 01:46 AM
Why do game designers insist on taking away all challenge? Yes it sucks when you get in a trip cycle. But there was already an easy solution for it. Invest some skill points in balance and find a plus x balance item.

In my opinion the balance skill was the most unbalanced skill (pun intended) in the entire game. Pretty much no matter what your class and no matter what your build it is recommended that you max balance. There should never be a skill that is so important that every single person needs it that badly. Different classes are supposed to be good at different things and balance is definitely not one of those things that everyone should need. Traditionally balance is a skill that is important only to a few distinct character types, but they have so grossly overused it in this game that everyone is supposed to have it. The more they do to remove the need for balance the better in my opinion. People should be able to pick the skills that go with their class/character rather than having to pick certain skills because the game overuses them.

ShotByBothSides
01-12-2010, 07:19 AM
On the whole this is a great set of changes and improvements, a big thanks Turbine for the investment.

Whilst some of the spell effects did need a little attention, feeble mind was mentioned above, the reduction/diminishing of spell effects on players is another step in making the game far, far too easy. It is a pain to be held, but it is perfectly reasonable for casting mobs to use spells on us too, and the game would be very dull if it was all gain with little chance of any pain or danger.

Please don’t make the game too easy, it is the challenge that makes many players stay and indeed pay; and it is one of the main differentiators between DDO and the rest.

wizzy_catt
01-12-2010, 07:33 AM
monks are not ninjas... ninjas fit better with rogues. just a thought

KKDragonLord
01-12-2010, 07:37 AM
I wonder if they will refund those people who were hoodwinked into buying the sigils int 1st place :rolleyes:

marcosoneghett
01-12-2010, 07:48 AM
Don't think they will refund and it was posted in the forums when they changed the TP (Turbine Points) on all sigils to 10 that it was probably a measure to eliminate the hole sigil thing.

I will be glad to get rid of them. Spent some TPs on some alts but is ok to know that now the act of leveling will be something less to be worried about.

I wonder how the changes on the monk specs will reflect on them. Anyone has an insight about that?

Gremmlynn
01-12-2010, 06:35 PM
You are forgetting about the bonus tp for hitting favor milemarks. What are they? 50 tp for 5,25,100 favor each? Right there is 150 tp. That's If I'm remembering right, my numbers might be off, but my main point is they are ALREADY giving it to you for FREE!! That's like mcdonalds having free bigmacs and you go up and cry to the manager I want free fries to!

Don't get me wrong, I like the free play business model here, I myself started as a free player, played a couple weeks to figure out if I'd like the game. Then whipped out the visa to play the game in its entirety. I don't know, I just find something inherently wrong with a persons attitude when you give them something at no cost and then they whine you didn't give them enough.
To clarify this is not a rant against anyone here specifically, more a rant about the culture change that has taken place in our society over the past few decades.It could just be that Turbine decided this just didn't fit the model very well. Or even that some customers might take offense not so much to the fact that they have to buy one, as that they have to buy something others got free in-game for no better reason than the loot tables favored them.

spyder7723
01-12-2010, 08:07 PM
It could just be that Turbine decided this just didn't fit the model very well. Or even that some customers might take offense not so much to the fact that they have to buy one, as that they have to buy something others got free in-game for no better reason than the loot tables favored them.

You bring up a good point with the loot table. However I must respectively disagree because I don't see the looted sigils as anything different from any other rare loot. Also, they don't have to 'buy' them. Use the FREE tp you get. I don't really care they did away with them, just never understood the thinking process of all the whining about sigils I've read here on the forums, and heard in game.

Philibusta
01-12-2010, 08:25 PM
I'm a noob to DDO, but by no means am I am noob to D&D. I just got one question: IF these changes were supposed to take place on 1/7, and it's now 1/12, why did I have to buy a level sigil just 2 days ago, on 1/10?...and why do I STILL have a level cap of 8?

Ok so that's 2 questions. Sue me.

DrWorm0
01-12-2010, 08:27 PM
1- This isnt a life lessons game, no reason why there should be an unsolvable puzzle in the game unless it was an intended trap or a result of a prior failure

2- 40AC in the shroud is a joke, you may as well not have even mentioned it, and i dont think it even makes sense to have the raid boss standing there doing nothing while getting hit from behinf for a couple minutes, its obviously a bug and shrouds hav been done for ages without this, if you cant handle a shroud without using that bug, 1 word-reroll

3- /sigh
Looking forward to the new update and glad to see some well needed changes/fixes



These three are what I see as bad changes because -1 was something I think should be more thoroughly implemented. I like when the puzzles aren't solveable. Having to redo it because of a puzzle tickles my funny bone. I realize some players don't like this, but it's a good reminder that life doesn't work how you want it to all the time. -2 I thought was a developer concession to reduce the grind/ impassability of the shroud. With Harry moving around and casting meteor swarm and hitting for 60 points of damage on a character with 40 ac WITH heavy fort, there will now be 2 part 5's, but one of them doesn't have mana pools. -3 I'm worried about because there are currently NOT 20 epic dungeons in the game. Therefore it is impossible to reincarnate by simply completing the dungeon UNLESS this dev note means something other than it implies (only one re entry while the quest is active as opposed to only one completion per character per life).

huflung
01-12-2010, 08:32 PM
I'm a noob to DDO, but by no means am I am noob to D&D. I just got one question: IF these changes were supposed to take place on 1/7, and it's now 1/12, why did I have to buy a level sigil just 2 days ago, on 1/10?...and why do I STILL have a level cap of 8?

Ok so that's 2 questions. Sue me.

right now it is on the Lam server (test server)... the rest of the servers will see that changes after all the kinks are worked out and pushed to the rest.

DrWorm0
01-12-2010, 08:32 PM
monks are not ninjas... ninjas fit better with rogues. just a thought

then you confuse ninja with assassin

Lacerated1
01-13-2010, 01:19 AM
I wonder if they will refund those people who were hoodwinked into buying the sigils int 1st place :rolleyes:

I am always amazed what people will buy with the free TB they are given for questing through the storyline, then complain that they were ripped off. As if they were misled. also when they bought something that can be recieved as a reward for a quest if they just play, and not pay. funny.

Merius1337
01-14-2010, 06:14 AM
I hope I got this one wrong: A character can do an Epic dungeon only once in his life time?

So named items drop at a rate of 100% ?

I would hate to do an Epic Raid, getting no loot and never be able to do it again!?

Gremmlynn
01-14-2010, 06:48 PM
I hope I got this one wrong: A character can do an Epic dungeon only once in his life time?

So named items drop at a rate of 100% ?

I would hate to do an Epic Raid, getting no loot and never be able to do it again!?I may also be wrong, but what I got from that was once an epic instance was entered one could not leave/rez out and reenter. Basically, if I'm understanding this right, party wipes mean restarting from scratch rather than leaving someone to hold the instance until another has reentered.

If this is so, I like it.

Merius1337
01-15-2010, 08:12 AM
I may also be wrong, but what I got from that was once an epic instance was entered one could not leave/rez out and reenter. Basically, if I'm understanding this right, party wipes mean restarting from scratch rather than leaving someone to hold the instance until another has reentered.

If this is so, I like it.

I hope you are right, this sounds good!

Red_Knight
01-15-2010, 08:36 AM
On the whole this is a great set of changes and improvements, a big thanks Turbine for the investment.

Whilst some of the spell effects did need a little attention, feeble mind was mentioned above, the reduction/diminishing of spell effects on players is another step in making the game far, far too easy. It is a pain to be held, but it is perfectly reasonable for casting mobs to use spells on us too, and the game would be very dull if it was all gain with little chance of any pain or danger.

Please don’t make the game too easy, it is the challenge that makes many players stay and indeed pay; and it is one of the main differentiators between DDO and the rest.

You know what feeblemind does right? No matter how high your int and cha scores are, it lowers them to 1. It does not wear off. It has no duration. Restoration will not remove it. There's only three ways to remove it currently on live servers. The first is death. The second is to use a rest shrine. The third one is to drink an SP potion. For a wizard, sorcerer, bard, or favored soul this is down right fatal. Your stat which affects magic is reduced to 1. You thus have zero SP left, can not cast spells, and are pretty much defenseless. Rogues who are feebleminded find that disabling traps becomes much much harder because your int score affects the Search skill. Low search means you can't find the trap box.

And let's not forget that if you recover from feeblemind by drinking a potion, your spell caster STILL only has 15 to 60 SP from the potion most likely. Does your non-spell caster carry potions to recover sp? Probably not, thus you only have two ways to remove feeblemind.

Even if you don't 'need' those two stats, having them set to 1 is bad. Why? Some mobs that use feeblemind ALSO do charisma damage. If your charisma is 0 your helpless. You are auto crit when attacked. You can't attack back. This Is BAD! Why is it bad? One such enemy that does this is the mind flayer. Mind flayers can easily stun you if your helpless. And once your stunned they WILL kill you. How? By eating your brain. That's an insta-death. And no, deathblock wont work stop it. Neither will deathward.

Red_Knight
01-15-2010, 08:39 AM
You bring up a good point with the loot table. However I must respectively disagree because I don't see the looted sigils as anything different from any other rare loot. Also, they don't have to 'buy' them. Use the FREE tp you get. I don't really care they did away with them, just never understood the thinking process of all the whining about sigils I've read here on the forums, and heard in game.

Because they keep being told to save all their earned TP to buy three very specific adventure packs. What I find amusing is that then the vets complain that the newbies who took the advice to buy gianthold, shroud, and vale are all under equipped and aren't experts at these areas.

Well duh, the newbies are doing what you said! Their getting these specific adventure packs, but not the other ones that will help equip them to survive Gianthold and Shroud.

adamkatt
01-15-2010, 08:43 AM
Now they need to give back all the spent points on Leveling sigils......

Red_Knight
01-15-2010, 08:53 AM
Now they need to give back all the spent points on Leveling sigils......

Why? No one needed to spend points on sigils. And I know for myself, if I hadn't spent points on sigils for at least one of my characters, I'd still be level 8. I have yet to get a silver sigil on any character. Ever. Not without buying it.

Do I regret taking advantage of the 10 point sigils to get plat sigils for several characters? Yeah, now I do. Do I demand a refund? No, because it was my choice to buy them. No one forced me to. I could have grinded the weeks it may have taken me to get a silver sigil for my monk. THen the months it might take to get a gold sigil (which will be needed soon if update 3 isn't live in a couple weeks time). Or the months to maybe a year of grinding for me to get a plat sigil for my monk.

Yes, I get that few of sigil drops. Most of my characters didn't get the copper one until a week of grinding after being ready to hit level 5.

adamkatt
01-15-2010, 08:55 AM
Why? No one needed to spend points on sigils. And I know for myself, if I hadn't spent points on sigils for at least one of my characters, I'd still be level 8. I have yet to get a silver sigil on any character. Ever. Not without buying it.

Do I regret taking advantage of the 10 point sigils to get plat sigils for several characters? Yeah, now I do. Do I demand a refund? No, because it was my choice to buy them. No one forced me to. I could have grinded the weeks it may have taken me to get a silver sigil for my monk. THen the months it might take to get a gold sigil (which will be needed soon if update 3 isn't live in a couple weeks time). Or the months to maybe a year of grinding for me to get a plat sigil for my monk.

Yes, I get that few of sigil drops. Most of my characters didn't get the copper one until a week of grinding after being ready to hit level 5.

Because i said so thats why...

RaptorZX3
02-04-2010, 07:45 PM
they could at least give something out for free for those who actually paid for those level sigils. They surely have all they in their archives, for those who really paid for them.

Oh well...